                   height_color * height_f +
                   inv_height_color * iheight_f;
 
-      // blend and return
-      gl_PointSize = pointSize;
+      gl_PointSize = (1.0 / tan(1.308/2.0)) * pointSize / (-mvPosition.z);
+      gl_PointSize = gl_PointSize * 1000.0 / 2.0; 
   }")
 
 

(declare frag-shader-picker)

(defn create-shader [gl]
  (let [vs (shaders/create-shader gl shader/vertex-shader vertex-shader)
        fs (shaders/create-shader gl shader/fragment-shader frag-shader)]
    (shaders/create-program gl vs fs)))




(def frag-shader
  "
#if defined have_frag_depth
#extension GL_EXT_frag_depth : enable
#endif

  precision mediump float;

  uniform vec4 planes[6];
